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Wizard's Future Plans Has 3 Big Problems: Ft. The Professor of Tolarion Community College
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<blockquote data-quote="teitan" data-source="post: 8929758" data-attributes="member: 3457"><p>Yeah we don't see peak White Wolf editorial problems like "see page XX" in published products or things like the TDR days where they would refer you to OOP products or incestuous cross referencing across the line requiring a stack of books to unlock one book's use like the late 2e period. It's also been better than the late 3.5 era. Overall I think, to me personally, 5e has been the best the game has been since 1e and that's for 2 reasons.</p><p></p><p>1: it lacks rules bloat. The slow roll out has prevented the bloat of extra and unnecessary rules. While there are "gaps" in what is available point 2 will address that. It's not a crunchy game, it isn't overwhelming to throw together a campaign or one shot. You don't stare down a pile of books. You can grab the PHB and make a character and not feel left behind. Some people will point to the ranger but the PHB supports a 3 pillars of play system and the ranger was designed to support the exploration tier like the bard with the social tier. A weakness is that the combat tier has an inflated importance in D&D but all the PHB classes are playable as is and the expansion books don't really overshadow them. You can grab just the PHB, the rules expansion bundle, a DMG and Monster manual and you have all the essential materials. Add in Fizban and the upcoming Giant book and your set. All they needed was an undead focused book. That is not a lot of material which plays into point 2.</p><p></p><p>2: It is easy to house rule and create custom material for without breaking the game. The guidelines are pretty solid except for the CR system and they never worked right anyway. Any gaps can easily be filled with custom subclasses, spells, monsters etc. It's easy to reskin and add new abilities to monsters. Much like 1e or 0e you can bend the system to what you want and it is still solid. It is encouraged. The DM toolkit and its modular rules are great for modifying the feel of the game to more epic or extremely gritty. You don't like the flanking rules? change them and it won't break anything down the line and you aren't creating, unlike those 2 earlier editions, a new subsystem that can confuse people. It's exactly what 2e was trying to be.</p></blockquote><p></p>
[QUOTE="teitan, post: 8929758, member: 3457"] Yeah we don't see peak White Wolf editorial problems like "see page XX" in published products or things like the TDR days where they would refer you to OOP products or incestuous cross referencing across the line requiring a stack of books to unlock one book's use like the late 2e period. It's also been better than the late 3.5 era. Overall I think, to me personally, 5e has been the best the game has been since 1e and that's for 2 reasons. 1: it lacks rules bloat. The slow roll out has prevented the bloat of extra and unnecessary rules. While there are "gaps" in what is available point 2 will address that. It's not a crunchy game, it isn't overwhelming to throw together a campaign or one shot. You don't stare down a pile of books. You can grab the PHB and make a character and not feel left behind. Some people will point to the ranger but the PHB supports a 3 pillars of play system and the ranger was designed to support the exploration tier like the bard with the social tier. A weakness is that the combat tier has an inflated importance in D&D but all the PHB classes are playable as is and the expansion books don't really overshadow them. You can grab just the PHB, the rules expansion bundle, a DMG and Monster manual and you have all the essential materials. Add in Fizban and the upcoming Giant book and your set. All they needed was an undead focused book. That is not a lot of material which plays into point 2. 2: It is easy to house rule and create custom material for without breaking the game. The guidelines are pretty solid except for the CR system and they never worked right anyway. Any gaps can easily be filled with custom subclasses, spells, monsters etc. It's easy to reskin and add new abilities to monsters. Much like 1e or 0e you can bend the system to what you want and it is still solid. It is encouraged. The DM toolkit and its modular rules are great for modifying the feel of the game to more epic or extremely gritty. You don't like the flanking rules? change them and it won't break anything down the line and you aren't creating, unlike those 2 earlier editions, a new subsystem that can confuse people. It's exactly what 2e was trying to be. [/QUOTE]
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Wizard's Future Plans Has 3 Big Problems: Ft. The Professor of Tolarion Community College
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